已解决 - 此示例代码有效,因此我将其与非工作代码进行了比较,发现存在差异。
在我的代码中,那个不起作用的代码,在声明颜色数组时,我忘了在它之前添加一个“var”。
m_color = [];
m_color[0] = 255;
m_color[1] = 255;
m_color[2] = 255;
m_color[3] = 255;
而不是:
var m_color = [];
m_color[0] = 255;
m_color[1] = 255;
m_color[2] = 255;
m_color[3] = 255;
就是这样。没有生成错误,我猜它创建了它作为所有粒子共享的全局数组。
感谢大家的答案。我会用它们来编写更好的javascript代码。
旧问题(不再相关)如下:
我对javascript数组范围有这个疯狂的问题。
我有一个类粒子:
function ParticleClass()
{
var m_color = [];
m_color[0] = 255;
m_color[1] = 255;
m_color[2] = 255;
m_color[3] = 255;
var m_red = 255;
var m_green = 255;
var m_blue = 255;
this.SetRandomColorRGB = SetRandomColorRGB;
this.SetRandomColorArray = SetRandomColorArray;
this.DrawParticleRGB = DrawParticleRGB;
this.DrawParticleArray = DrawParticleArray;
function SetRandomColorRGB()
{
m_red = Math.floor( Math.random() * 255 );
m_green = Math.floor( Math.random() * 255 );
m_blue = Math.floor( Math.random() * 255 );
}
function SetRandomColorArray()
{
m_color[0] = Math.floor( Math.random() * 255 );
m_color[1] = Math.floor( Math.random() * 255 );
m_color[2] = Math.floor( Math.random() * 255 );
}
function DrawParticleRGB( ctx )
{
// I draw the particle using m_red, m_green and m_blue.
}
function DrawParticleArray( ctx )
{
// I draw the particle using m_color[0], m_color[1], m_color[2]
}
}
然后我创建一个ParticleClass粒子数组并绘制它们。
如果我创建一堆粒子并尝试在屏幕上绘制它们,SetRandomColorRGB和DrawParticleRGB效果很好。每个粒子都有不同的颜色。
如果我使用SetRandomColorArray和DrawParticleArray,则所有粒子都具有相同的颜色。每次创建新粒子时,所有粒子都会变为最后选择的SetRandomColorArray颜色。
在我看来,数组共享内存,而其他变量则没有。这是真的?这是Javascript的怪癖吗?还有别的事吗?
感谢。
答案 0 :(得分:1)
变量的范围在函数ParticleClass()中。因此,此空间中定义的函数中的变量将与其父级共享范围。
这就是为什么有时你会在Javascript中看到这种模式 -
var self = this;
$('.someClass').each(function(i) {
// function is defined as a closure
// but it shares its scope with its parent so it can see self and access the parent's
// pointer to this.
});
为什么不使用原型来定义函数...
E.g ..
var myClass = function() {
this.stuff = 1;
}
myClass.prototype.myFunc = function() {
// Do Something..
this.stuff += 5;
}
// Then create instances of your class with
var i = new MyClass();
这将为您提供所需的命名空间......
以下是一个例子:http://jsfiddle.net/RvCgJ/
答案 1 :(得分:1)
code you posted没有问题,但话说回来,这样做会让你的生活变得更加困难;最好是正确使用原型:
function ParticleClass()
{
this.m_color = [255, 255, 255, 255];
this.m_red = 255;
this.m_green = 255;
this.m_blue = 255;
}
(function(p) {
p.SetRandomColorRGB = function () {
this.m_red = Math.floor( Math.random() * 255 );
this.m_green = Math.floor( Math.random() * 255 );
this.m_blue = Math.floor( Math.random() * 255 );
}
p.SetRandomColorArray = function () {
this.m_color[0] = Math.floor( Math.random() * 255 );
this.m_color[1] = Math.floor( Math.random() * 255 );
this.m_color[2] = Math.floor( Math.random() * 255 );
}
p.DrawParticleRGB = function( ctx ) {
// I draw the particle using m_red, m_green and m_blue.
}
p.DrawParticleArray = function( ctx )
{
// I draw the particle using m_color[0], m_color[1], m_color[2]
}
}(ParticleClass.prototype);
答案 2 :(得分:1)
这里......这可能有助于解释为什么会发生这种情况:
var data = {}; // create a data object
data.string = "hey society"; // Add a string value property
data.num = 0; // Add a integer value property
data.arr = [0,1,2]; // Add an array property
data.date = new Date(); // Add an object property
// here is where the fun starts!
// Create a var for string property
var sString = data.string; // sets to "hey society", as expected.. cool
data.string = "changed" // change the value and the compare :
data.string == sString // returns false, the values are different
// same happens for a number.
// Now lets copy this array
var oArr = data.arr; // (seeing the comment pattern? XD)
data.arr .push(3); // and modify it.
data.arr == oArr // should be false? Nope. returns true.
// arrays are passed by reference.
var oDate = data.date // what about objects?
data.date .setHours(0); // modify the variable and
oDate.getTime() == data.date.getTime() // it returns true, too!
// so, how do we fix the array problem?
// right in front of yer nose
var oArrFix = data.arr.splice(0) // get a new array based on
data.arr .push(4) // an unmodified version of the original
data.arr == oArrFix // false.. huh..
// How do we use this as a fix
data.arr["changed"] == false;
oArrFix = ChangeOriginalArray( data.arr );
// When you are expecting an array..
function ChangeOriginalArray( arr ) // pass as a parameter
{
var aArr = arr.splice(0); // make a copy!
if (aArr["changed"] == false) // check has same value!
{
aArr["newKey"] = "newVal"; // add a value
arr["changed"] = true; // change original value
}
return aArr;
}
oArrFix["newKey"] == data.arr["newKey"] // false
oArrFix["changed"] == true // no, created
data.arr["changed"] == oArrFix["changed"] // nah, passed by value, not reference